Dr. Mario (SSB4): Difference between revisions

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Dr. Mario's most noticeable differences are seen in his specials. [[Megavitamins]] are once again his neutral special, and although they now deal less damage than before, they are still stronger than Mario's [[Fireball]] and have less damage falloff over distance traveled. However, the angle between the two attacks are more clear cut with Megavitamins traveling further in the air though at a slower speed. [[Cape#Super Sheet|Super Sheet]] has also returned and is able to cover more vertical distance than Mario's [[Cape]], but at the cost of its potential as a recovery move, as it no longer stalls him in midair like it did in ''Melee''. As a result, Dr. Tornado is now used as part of his recovery, since it grants Dr. Mario a little extra recovery distance when used properly. Super Jump Punch has been changed as well, as it now acts more like {{SSB|Luigi}}'s from the original ''Super Smash Bros.'', with high power at the base and a sourspot throughout the rest of its duration. With [[Character customization|custom moves]] on, a few of Dr. Mario's faults get addressed. Fast Capsule improves his already decent projectile game due to its [[spam]]mability, Breezy Sheet provides him more safety when fighting near the edge, and both Super Jump and Soaring Tornado considerably improve his sub-par recovery game. Soaring Tornado also has the benefit of making Dr. Mario an incredible [[Edge-guarding|edge-guarder]] due to both its consistent pushback effect and how soon its hitbox can KO, even from the center of the stage.
Dr. Mario's most noticeable differences are seen in his specials. [[Megavitamins]] are once again his neutral special, and although they now deal less damage than before, they are still stronger than Mario's [[Fireball]] and have less damage falloff over distance traveled. However, the angle between the two attacks are more clear cut with Megavitamins traveling further in the air though at a slower speed. [[Cape#Super Sheet|Super Sheet]] has also returned and is able to cover more vertical distance than Mario's [[Cape]], but at the cost of its potential as a recovery move, as it no longer stalls him in midair like it did in ''Melee''. As a result, Dr. Tornado is now used as part of his recovery, since it grants Dr. Mario a little extra recovery distance when used properly. Super Jump Punch has been changed as well, as it now acts more like {{SSB|Luigi}}'s from the original ''Super Smash Bros.'', with high power at the base and a sourspot throughout the rest of its duration. With [[Character customization|custom moves]] on, a few of Dr. Mario's faults get addressed. Fast Capsule improves his already decent projectile game due to its [[spam]]mability, Breezy Sheet provides him more safety when fighting near the edge, and both Super Jump and Soaring Tornado considerably improve his sub-par recovery game. Soaring Tornado also has the benefit of making Dr. Mario an incredible [[Edge-guarding|edge-guarder]] due to both its consistent pushback effect and how soon its hitbox can KO, even from the center of the stage.


Dr. Mario's more glaring faults include his slow speed for a character of his size and power, his sub-par range and a sub-par recovery game despite being given the ability to wall jump and Dr. Tornado enabling him to recover a slight amount of vertical distance. These faults can ultimately hinder his potential to a degree, resulting in Dr. Mario having to utilize a much more patient playstyle in comparison to his normal counterpart. As a result, Dr. Mario's essential tactics to succeed include remaining on stage more often than not, wisely using his down tilt-initiated combo options against any non-lightweight characters, and capitalizing on predictions by punishing an opponent's openings with his smash attacks and effective grab game.
Dr. Mario's more glaring faults include his slow speed for a character of his size and power, his sub-par range, and a sub-par recovery game despite being given the ability to wall jump and Dr. Tornado enabling him to recover a slight amount of vertical distance. These faults can ultimately hinder his potential to a degree, resulting in Dr. Mario having to utilize a much more patient playstyle in comparison to his normal counterpart. As a result, Dr. Mario's essential tactics to succeed include remaining on stage more often than not, wisely using his down tilt-initiated combo options against any non-lightweight characters, and capitalizing on predictions by punishing an opponent's openings with his smash attacks and effective grab game.


==Changes from ''Melee''==
==Changes from ''Melee''==